Hi Sebastian
Hi Tomasz,
Congrats on finishing your first game! This is a pretty impressive first try.
Thank you, it's nice to hear it, especially from such experienced indie game developer.
...Ask yourself, what would be more fun? Pouring more hours into this project, or starting a brand new one?...
I will have to consider pros and cons. The game was planned to be part of dreambuildplay 2012 competition. I started to do it too late, dev was too slow in and did not
manage on time. If there is a new competition this year (unlikely), I will surely fix few things and participate with that title.
Also ask yourself, is this game really marketable?
--Apparently not
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
, I'm not a big fan of action platformes. I did for my 5 year old son. He plays it with a passion - that kinda rewarding
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
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I've been making indie games for over 15 years, yet all of the games currently on my site are free.
I offer them for free because I know people are much more likely to play them that way.
I might be able to make a few bucks by charging money, but it would prevent a lot of people from trying it.
I feel the exposure I get from releasing free games (which could be valuable in the future if I do try to sell something) is much more valuable than just a few bucks.
I could offer demos of course, but I feel people shy away from demos as well since they're sort of like advertisements.
To tell the truth I thought that giving a demo hoping someone like it then buy it, is a standard manner of distributing games. Maybe in indie world it's different.
Personally I find such approach fair. Having said that, I must admit your approach is impressive (you are truly a devoted game developer) and in the long distance can be fruitful.
In your game everything seems to clash --- it's hard to distinguish the sprites from the background, the colors are running willy nilly,
and the style of some art assets (the ones drawn in 2D) starkly contrast with the pre-rendered 3D ones.
Yes, coherent and appealing graphics is a challenge which I could not meet. I'm a programmer not an artist. I'm found of Blender 3D - most amazing app ever made. I know it quite a bit but technical skills
are surely not enough to make a quality graphics. Plus I'm rubbish in 2D editing (basics of GIMP).
I think though if someone told me earlier - man this graphics sucks change it that way - I guess I'd do better.
I think you can get more mileage out of your sprites if you were to open them up in Photoshop and tweak them. Here is my advice:
*Try to make the sprites easily distinguishable from background elements. One good rule of thumb: Hue, Saturation, and Value.
There should be a big difference between sprites and background with at least two of these color values.
*Think very carefully about the colors for each sprite. Try limiting the number of different colors that are used within each sprite.
It's more important that the color give the sprite personality than the colors actually matching what the real-life object would look like.
*If you can, replace the drawn assets with pre-rendered 3D ones to make them better match the style.
Thank you, I'll use these precious hints in the future.
...Why "R" to shoot a rifle, but "Alt" to push a ball? Couldn't it be just one action key?
Most games would probably use "Z" for jump, "X" for fire, and "C" for action, since the buttons are all very easily accessible from one place.
Well, when I now think about it I can not find a single reason to have separate key for push and rifle - that's a terrible pitfall
![Sad](https://forums.tigsource.com/Smileys/derek/sad.gif)
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Sebastian big thanks you for the review. BTW, I checked your site, downloaded 'Conquer The Shadow World'. Had to switch to Novice to be able to make progress.
It's a classic example that game-play is what matters. I found it enjoyable!.